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Question by koriley · Oct 06, 2015 at 10:52 AM · networkingmultiplayer

multiplayer direct connect to IP

Before Unet I was able to build a way to create a server, let players connect to it all through direct ip.

The references are still in the manual, for instance: To start the server I had this function

  private void StartServer(string typeName, string gameName)
     {
         Network.InitializeServer(16, networkPort, false);
       
     }

And to have my players connect (supplying them the IP address to connect to):

 private void connectServer(string ipAddress, int networkPort)
     {
         Network.Connect(ipAddress, networkPort);
 }

Now, this all seems to still work. I have added 'using UnityEngine.Networking' and changed to NetworkBehaviour.

The problem is, my spawned in player (on the server) returns isLocalPlayer = False; isClient = false, no network Id.

So, what could I be doing wrong, and if you need more info ask, as I am in the middle of it, I'm sure I am forgetting something that might be a clue for someone else.

Thanks, Kevin

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avatar image koriley · Oct 06, 2015 at 12:55 PM 0
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Notes to myself (also anybody else following this with interest). Check out these sites that may give clues to spawning a player object.

http://docs.unity3d.com/$$anonymous$$anual/UNetSpawning.html

http://answers.unity3d.com/questions/990645/unet-spawning-the-player.html

http://docs.unity3d.com/$$anonymous$$anual/UNetClientServer.html

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